I would like to hear your opinion.
Since 2022, Cili Padi Games has been publishing one game per year. My idea is
to do this once a year to gradually build up my product line and my brand.
However I also remind myself that my goal is to focus on being a designer, not
a publisher. If I am able to pitch a to a publisher successfully, I would
happily play the role of designer only. So far I have published
Dancing Queen, Snow White and the Eleven Dwarfs,
Ali Baba and the Forty Thieves, and Pinocchio. I am partnering
with Specky Studio (with them being the publisher) to release
Malaysian Holidays and Rebels of the Three Kingdoms.
Malaysian Holidays will be out early 2026, in conjunction with Visit
Malaysia Year. Most of the work is done now. Publishing work has not started
for Rebels, but we are hoping to release it in 2026 too. What I am
working on now is what to release under my own Cili Padi Games in 2026.
Art from Malaysian Holidays
At the moment I have three candidates: Math Dice,
Apa You Cakap and Bet West. I'll briefly explain each of them
and my considerations, but before I do that I want to talk about
Rebels. This is because it is representative of the style of Cili Padi
titles. Since I am trying to build a brand, I should have a consistent style.
At least that's what I think now. The Cili Padi style is small box card games.
My games feature important hidden information, double guessing among players,
and players trying to mislead others or outright lying to them. I think my
2026 game should be something like this too. I'm not 100% sure this is the
best strategy or a necessary one. For now this seems to be the sensible thing
to do.
In Rebels of the Three Kingdoms your character powers are secret, and
without knowing for sure who has what power, you have to decide who to form a
team with. The reason I came up with this design is I wanted to turn typical
social deduction games upside down. In games like Werewolf and
Secret Hitler, you don't know who is on which team and you spend much
effort figuring that out. In Rebels, you openly decide whose team you
want to be on.
This is not a team game though. This is still very much every person for
himself. New teams are formed every round. Your friend today might be your
enemy tomorrow. Your team is but a tool for achieving your personal goal. I
know this sounds rather negative, but hey this is just a game. Please don't be
like this in real life.
The gameplay of Rebels is very much in the vein of other Cili Padi
games. Three Kingdoms is not a fairly tale, but it is a historical story, so
that's close enough. Specky Studio specialises in educational games.
Rebels is a good fit for their product line because Three Kingdoms
is history, and literature too. The game mechanism reflects that era of
every lord for himself and shifting alliances.
Let's talk about Math Dice. I started designing this with the intention
to pitch to corporates which might want to have a boardgame as merchandise or
as a premium gift. This is an educational game and a mass market game.
Something parents would want to buy for their children, and schools would want
to use as a learning tool.
There are three types of dice. The blue and yellow have numbers while the
white has operators. What you need to do in the game is to use dice to make
valid equations. There are some rules for the die faces. The 6 and 9 are
interchangeable. So are the 1 and the minus sign. Multiplication and addition
signs are not interchangeable. Multiplication is red and addition is black.
Using this photo above, what are the equations you can think of? The more dice
you want to include in an equation the harder it will be. Let's look at some
example solutions.
5 x 6 = 30
16 x 5 = 80
18 x 5 = 90
(36 x 5) / 1 = 180
In the first version of Math Dice, after the dice are rolled, players
study the dice together and race to pick up cards. If you find a way to create
an equation using six dice, you pick up the card showing 6 dice. Later on you
will need to prove it by arranging the dice. In case you can't do it or you
have forgotten how to do it, you will be penalised. You take the NO card if
you think it is impossible to make any equation with the dice rolled. If no
one is able to make any equation, this will be the only card which scores. If
you are able to make an equation with all the dice rolled, you take the SUPER
card. This is the highest scoring card. That card showing three 9's is just a
reminder that whenever you manage an equation with a three digit number, you
score 2 points.
I am going to change how this game works. During playtesting, I found that
players often had difficulty remembering their equations. So they needed pen
and paper to write them down. Now I want to make pen and paper part of the
game. You need to write down as many equations as you can within a time limit.
Every correct equation gives you 1 point. For a specific number of dice, if
you are the only person who manages an equation, you will score bonus points.
Of my three candidates, I think this one has the lowest chance of being
selected to be my next game. It is very different from the Cili Padi style. It
has the educational game vibes, which I worry is rather out of place compared
to the rest of my product line. I don't know the educational games market
well, and I don't feel confident about marketing an educational game. On the
other hand, doing something different might present new opportunities. This
game might create inroads to new markets. This is not the kind of game that
old gamers play, and because of that I have difficulty convincing myself to
release it under Cili Padi Games. It's my instinct and I know it's wrong.
Publishing games is not about making games you like, it is about making games
your target audience wants.
The second candidate is Apa You Cakap, which is a phrase mixing Malay
and English. It means "What are you saying?" This was inspired by multilingual
Malaysia. The first language you speak with a friend will often become the
default language you speak, even if you later find out that you both know
another language and you are both more fluent in that. When I went to Penang
for the Asian Board Games Festival, Jon, Jia Xian and I were in the same car,
and while Jia Xian and I spoke Mandarin, and Jia Xian and Jon spoke Mandarin
too, when Jon and I spoke to each other, we used English. All three of us
spoke Mandarin, but since English was the first language Jon and I conversed
in, it became our default. Imagine this three way conversation with a mix of
Mandarin of English, and none of us finding it unusual or unnatural. That's
Malaysia.
There are six Malaysian languages in the game. To win the game you need to be
able to chat with everyone using their preferred language, all within the same
turn. Let's translating that to game mechanism - your conversation partner
shows a language card, and you must be able to show that same language from
your hand too. During the game there are ways to find out what languages the
other players speak. This game requires some memorisation.
In the game you have a secret crush. If he or she wins, you win too. This
creates some collaboration among the players, but this isn't a cooperative
game nor is it a team game. If you happen to be the secret crush of your
secret crush then yes, as luck would have it, you are effectively a two-person
team.
I started working on this game because I wanted to create something which
showcases an aspect of being Malaysian. I wanted a game which Malaysians can
relate to, and at the same time if marketed overseas, a unique aspect about
Malaysia can become the hook. I have never published a Malaysian themed game
before. This is something outside of my comfort zone. Perhaps it also means
this is a new opportunity.
Apa You Cakap still needs many rounds of playtesting. The core loop
isn't settled yet and I am still experimenting. Initially I was a little
doubtful about this design. The premise is interesting, but I was worried I
couldn't come up with an interesting mechanism. Now that I have tested this
several times, I am starting to see the fun elements surfacing. I am still
making big changes. I am hopeful this can be developed into a game worth
publishing, whether under Cili Padi Games or under other labels.
When I make game prototypes I now use cards from the One Piece card game.
Younger daughter Chen Rui bought a ton of cards cheap. She doesn't actually
play the game but she is a fan of One Piece. She collects the cards because of
that. There are many cards she didn't want, so I asked her to give them to me.
I can save some money buying poker cards.
The third game I am considering is Bet West. This is the revitalised
Saikoyu. It is a gambling game with a Journey of the West theme
pasted on. I submitted Saikoyu to a game design competition some
time ago, and it didn't even make it past the first round. The feedback I
received was that there was too little basis for players to make meaningful
decisions. The judges suggested I take a look at Coyote. I do think
players don't have enough control, which translates to a poor
experience.
Bet West uses the same concept as Hanabi. You can see everyone's
cards but not your own. You have only one card. Every round the player with
the highest card wins. The largest number is 13, and the smallest is 1. Cards
numbered 4, 8, and 10 trigger special conditions when in play. For example
when 4 is in play, the smallest card wins instead. If 8 is in play, all odd
numbers become zero. With these quirks thrown in, it is not easy to guess your
odds of winning.
In Saikoyu, everyone proposes a bet amount, and the bet used for the
round will be the second highest amount. The basis for guessing your own
number is how other players propose their bet amounts. What they propose is a
reflection of what they see. You can use that to guess your own number.
However players generally still feel they have too little control. So I have
now made some changes.
I now make the game a bit more like poker. You will have to pay an ante every
round, but you will not be forced to lose a huge sum when multiple other
players want to go big. You can Fold and just lose the small ante. I have
added a Raise mechanism. You can Raise to try to bluff, and to see your
opponents' reactions. Whether they Call or Fold gives you clues as to what
your card might be. I've added a Side Bet mechanism. This is also a way to get
hints about what your card is. When you propose a Side Bet against another
player, you state the bet amount. If the other player accepts, this Side Bet
will only be resolved at the end of the round. However if they decline, they
must pay you half the bet amount immediately. So you see this can be a way for
you to bluff too.
The Guanyin card (Goddess of Mercy) is a powerful and disruptive one. It
allows you to discard you card and draw a new one. Obviously this can
completely turn things upside down. There is only one such card in the
game.
The theme is completely pasted on. In fact I feel a little guilty pasting this
story related to Buddhism onto a gambling game. I do think using themes
already familiar to people is useful. It is something that attracts people and
gives people a sense of familiarity. It creates a better play experience. Now
that I think about it, maybe the 8 should not be Tang Sanzang (Tripitaka) and
should be Zhu Bajie (Pigsy) instead. After all the 8 (Ba) is literally in his
name.
The style of Bet West is consistent with Cili Padi Games. There is
critical information which is hidden, and there are ways you can try to figure
it out. There is double guessing among players, and opportunities to bluff and
lie.
Which do you think should be the next Cili Padi Games title? Math Dice,
Apa You Cakap, or Bet West? Please comment below and share your
reasoning.